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I’m working on an outer-space shoot ’em up game. I want the sounds in the game to play as long as the emitters are within a certain distance from my camera. I understand that depending on the system that the game is run on I will have a limited number of hardware channels for processing 3D sound. My question is, if I have for example an engine noise loaded into a channel and I have 2 or 3 enemy ships buzzing around the player (the camera), would it be possible to set the 3D attributes of the engine channel then play the sound for ship A and then immediately change the 3D attributes of the engine channel and play the sound for ship B, etc.? I’m trying to figure out how to get around having multiple ships, explosions and other emitters in the game and only having a limited number of hardware channels.

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